how about redesign tdm's mainmenu

For that they have to include a modified "mainmenu_background.gui" and multiple backgrounds in their fmpack.In the backbackground gui they have to change in windowdef "MainMenuBackgroundFigureAnimation" the transition to something like this and they are done:

Alright I think we're getting somewhere. So this begs the question what happens when we hit escape during a mission load? Would we insert the regular menu, or maybe have the active player preview blurred into the background of the menu elements? The latter totally being an HL2 trait, but having the option would be cool. I think the code/scripting elements would be comprised in the same method. You'd just be targeting the actual player position when a mission is loaded. Whereas when just the main menu is loaded on startup it could run through one or more entity plotted positions in your startup map.

I know I most certainly would use this in my own work if I had the option to do so.

Create a map for the livebackground, for the test only 1 room.and in this map, configure the playerstart so it is only using the camera-viewmode (like the intro of d3)And try to open a gui from there, a modified mainmenu_main_ingame.gui (and or mainmenu_main.gui).(by modifying the gui files. I mean just disable the background option of a window def)

Hitting the escape button, during the mission load screen, nothing will happen.But when you hit that button in the mission, the ingame mainmenu (mainmenu_main_ingame.gui) will appear.

It appears that TDM's success screen (the one you are talking about) is the same as every other GUI the game uses... the backgrounds and where and when things are is set in a file that serves as the end of mission GUI.

But - mainmenu_success.gui has big words saying "don't fuck with this as it's part of TDM's main menu GUI, don't include or override this file in your mission ever, love TDM" at the top.

The text displayed on the background images is defined by MM_POS_SUCCESS_TITLE and the text is called as a "#str"[ing] which will be hidden someplace else... similar to how the readables are supposed to be written for easy translation, rather than in text - i can't be arsed to find it because:

Since it is warned not to mess with the success screen, idk if there would be a way to set the SuccessScreenBackground in any other way.

Maybe it would be possible to write your own windowdef and place it below the statistics list, but idk how you would include it...

It seems that it would be a far easier solution to simply go with a short video debriefing that shows the credits or - even easier - edit darkmod.txt and credits.txt so that the people are credited on the main menu in the mission info box and in the credits.txt...

If it is not satisfactory to give credit in the mission info and credits.txt, then you could edit mainmenu_custom_defs.gui to include something like:

No, that's no good at all. This is a medieval game, not a sci fi game, and that menu you've made is just that; Sci Fi. I also like it how it is.The house on the main menualways inspires me. lol. Something about it makes me to want to make a map. lol

The wolfenstein youtuberecording was just for showing example for live background in idtech 4.(And for others and me, to look for code how they made this).I would love to see a livebackground in TDM FM.So please create just a simple room and put an camerascript in it.

And for the redesign menu subject, i dont want to redesign the whole menu.Only want to have livebackground option for a fm. And a option to replacing objects.

/* =============================================================================================
*
* End-Of-Mission GUI. This file is part of The Dark Mod's Main Menu GUI
*
* Mission Authors: DO NOT EDIT, INCLUDE OR OVERRIDE THIS FILE IN YOUR MISSION PK4.
*
* ============================================================================================= */

Which, unless I'M NOT READING THOSE CAPS RIGHT means:
"Please mappers, don't mess with this 'cos it's part of TDM's main menu GUI dependency which we all need to play the game".

These mainmenu.gui files are not included in an FM, but are part of the base game itself and - as mappers - we can only alter a limited set of definitions for the main menu GUI (the background image being part of this):

#define MM_FONTSCALE 0.33
#define MM_SUCCESS_TITLE_FONTSCALE font "fonts/carleton" textscale 0.40
#define MM_SUCCESS_TITLE_START_SCALE "0.40"
// While 1.0 would come close to the original bitmap, it might overflow the screen for
// some languages, also the text appears a bit pixelated, so reduce the size a bit:
#define MM_SUCCESS_TITLE_END_SCALE "0.9"

There does not appear to be any way to substitute the background image for mission success/fail.

There is a way to insert something between the end of mission and the mission success screen, following the link for debriefing video that I provided.

There are no definitions for anything other than debriefing video or debriefing music included in mainmenu_defs.gui (incl. in base game - no touchy), which would be #undef #def in the mainmenu_custom_defs.gui (included in your FM - yes touchy).

If there's a way to set the image to be something else - not yet discovered how to do so (but I like videos, so, idk if I'll bother looking that deep).

Srs man - just use moviemaker to make a video that contains the stills you want to display and set up a video debrief, encoding it using the tools I linked in my reply to your question regarding why you couldn't get the .ogg file to play, insert it by following the simple instructions that were also linked in the same reply.

// oh but don't forget - the video is only the image - any sound, you need to set the music and stuff.

// unless you want to write your own gui file and all the windowdefs and stuff, for inclusion in the main game, that would allow an FM's mainmenu custom to set this background.

Which, unless I'M NOT READING THOSE CAPS RIGHT means:
"Please mappers, don't mess with this 'cos it's part of TDM's main menu GUI dependency which we all need to play the game".

It actually means that you should only mess with it if you know what you are doing, that there is no warranty if you break anything and that you should be testing it very carefully before release. I've modified a lot of such files containing that warning and hey, I'm still here.